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@ -78,160 +78,156 @@ function draw_html(state) {
@@ -78,160 +78,156 @@ function draw_html(state) {
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async function draw(state, context) { |
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const cpu_before = performance.now(); |
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try { |
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const gl = context.gl; |
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const width = window.innerWidth; |
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const height = window.innerHeight; |
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const gl = context.gl; |
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const width = window.innerWidth; |
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const height = window.innerHeight; |
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locations = context.locations['sdf'].main; |
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buffers = context.buffers['sdf']; |
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locations = context.locations['sdf'].main; |
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buffers = context.buffers['sdf']; |
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bvh_clip(state, context); |
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bvh_clip(state, context); |
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const segment_count = await geometry_write_instances(state, context); |
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const dynamic_segment_count = context.dynamic_segment_count; |
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const dynamic_stroke_count = context.dynamic_stroke_count; |
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const segment_count = await geometry_write_instances(state, context); |
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const dynamic_segment_count = context.dynamic_segment_count; |
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const dynamic_stroke_count = context.dynamic_stroke_count; |
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let query = null; |
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let query = null; |
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if (context.gpu_timer_ext !== null) { |
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query = gl.createQuery(); |
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gl.beginQuery(context.gpu_timer_ext.TIME_ELAPSED_EXT, query); |
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} |
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if (context.gpu_timer_ext !== null) { |
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query = gl.createQuery(); |
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gl.beginQuery(context.gpu_timer_ext.TIME_ELAPSED_EXT, query); |
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} |
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// Only clear once we have the data, this might not always be on the same frame?
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gl.viewport(0, 0, context.canvas.width, context.canvas.height); |
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gl.clearColor(context.bgcolor.r, context.bgcolor.g, context.bgcolor.b, 1); |
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gl.clearDepth(0.0); |
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
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gl.useProgram(context.programs['sdf'].main); |
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// "Static" data upload
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if (segment_count > 0) { |
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const total_static_size = context.instance_data_points.size * 4 + |
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context.instance_data_ids.size * 4 + |
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context.instance_data_pressures.size; |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance']); |
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gl.bufferData(gl.ARRAY_BUFFER, total_static_size, gl.STREAM_DRAW); |
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.instance_data_points)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4, tv_data(context.instance_data_ids)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4, |
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tv_data(context.instance_data_pressures)); |
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gl.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']); |
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upload_square_rgba16ui_texture(gl, context.stroke_data, config.stroke_texture_size); |
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gl.uniform2f(locations['u_res'], context.canvas.width, context.canvas.height); |
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gl.uniform2f(locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
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gl.uniform2f(locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
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gl.uniform1i(locations['u_stroke_count'], state.events.length); |
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gl.uniform1i(locations['u_debug_mode'], state.debug.red); |
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gl.uniform1i(locations['u_stroke_data'], 0); |
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gl.uniform1i(locations['u_stroke_texture_size'], config.stroke_texture_size); |
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gl.enableVertexAttribArray(locations['a_a']); |
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gl.enableVertexAttribArray(locations['a_b']); |
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gl.enableVertexAttribArray(locations['a_stroke_id']); |
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gl.enableVertexAttribArray(locations['a_pressure']); |
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// Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values)
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gl.vertexAttribPointer(locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); |
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gl.vertexAttribPointer(locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); |
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gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 4, context.instance_data_points.size * 4); |
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gl.vertexAttribPointer(locations['a_pressure'], 2, gl.UNSIGNED_BYTE, true, 1, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4); |
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gl.vertexAttribDivisor(locations['a_a'], 1); |
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gl.vertexAttribDivisor(locations['a_b'], 1); |
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gl.vertexAttribDivisor(locations['a_stroke_id'], 1); |
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gl.vertexAttribDivisor(locations['a_pressure'], 1); |
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// Static draw (everything already bound)
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, segment_count); |
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} |
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// Only clear once we have the data, this might not always be on the same frame?
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gl.viewport(0, 0, context.canvas.width, context.canvas.height); |
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gl.clearColor(context.bgcolor.r, context.bgcolor.g, context.bgcolor.b, 1); |
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gl.clearDepth(0.0); |
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
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gl.useProgram(context.programs['sdf'].main); |
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// "Static" data upload
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if (segment_count > 0) { |
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const total_static_size = context.instance_data_points.size * 4 + |
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context.instance_data_ids.size * 4 + |
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context.instance_data_pressures.size; |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance']); |
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gl.bufferData(gl.ARRAY_BUFFER, total_static_size, gl.STREAM_DRAW); |
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.instance_data_points)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4, tv_data(context.instance_data_ids)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4, |
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tv_data(context.instance_data_pressures)); |
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gl.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']); |
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upload_square_rgba16ui_texture(gl, context.stroke_data, config.stroke_texture_size); |
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gl.uniform2f(locations['u_res'], context.canvas.width, context.canvas.height); |
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gl.uniform2f(locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
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gl.uniform2f(locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
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gl.uniform1i(locations['u_stroke_count'], state.events.length); |
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gl.uniform1i(locations['u_debug_mode'], state.debug.red); |
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gl.uniform1i(locations['u_stroke_data'], 0); |
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gl.uniform1i(locations['u_stroke_texture_size'], config.stroke_texture_size); |
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gl.enableVertexAttribArray(locations['a_a']); |
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gl.enableVertexAttribArray(locations['a_b']); |
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gl.enableVertexAttribArray(locations['a_stroke_id']); |
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gl.enableVertexAttribArray(locations['a_pressure']); |
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// Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values)
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gl.vertexAttribPointer(locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); |
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gl.vertexAttribPointer(locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); |
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gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 4, context.instance_data_points.size * 4); |
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gl.vertexAttribPointer(locations['a_pressure'], 2, gl.UNSIGNED_BYTE, true, 1, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4); |
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gl.vertexAttribDivisor(locations['a_a'], 1); |
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gl.vertexAttribDivisor(locations['a_b'], 1); |
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gl.vertexAttribDivisor(locations['a_stroke_id'], 1); |
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gl.vertexAttribDivisor(locations['a_pressure'], 1); |
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// Static draw (everything already bound)
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, segment_count); |
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} |
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// Dynamic strokes should be drawn above static strokes
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gl.clear(gl.DEPTH_BUFFER_BIT); |
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// Dynamic draw (strokes currently being drawn)
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if (dynamic_segment_count > 0) { |
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gl.uniform1i(locations['u_stroke_count'], dynamic_stroke_count); |
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gl.uniform1i(locations['u_stroke_data'], 0); |
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gl.uniform1i(locations['u_stroke_texture_size'], config.dynamic_stroke_texture_size); |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_dynamic_instance']); |
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// Dynamic data upload
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const total_dynamic_size = |
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context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4 + |
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context.dynamic_instance_pressure.size; |
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gl.bufferData(gl.ARRAY_BUFFER, total_dynamic_size, gl.STREAM_DRAW); |
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.dynamic_instance_points)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4, tv_data(context.dynamic_instance_ids)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4, |
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tv_data(context.dynamic_instance_pressure)); |
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gl.bindTexture(gl.TEXTURE_2D, context.textures['dynamic_stroke_data']); |
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upload_square_rgba16ui_texture(gl, context.dynamic_stroke_data, config.dynamic_stroke_texture_size); |
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gl.enableVertexAttribArray(locations['a_a']); |
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gl.enableVertexAttribArray(locations['a_b']); |
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gl.enableVertexAttribArray(locations['a_stroke_id']); |
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gl.enableVertexAttribArray(locations['a_pressure']); |
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// Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values)
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gl.vertexAttribPointer(locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); |
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gl.vertexAttribPointer(locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); |
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gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 4, context.dynamic_instance_points.size * 4); |
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gl.vertexAttribPointer(locations['a_pressure'], 2, gl.UNSIGNED_BYTE, true, 1, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4); |
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gl.vertexAttribDivisor(locations['a_a'], 1); |
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gl.vertexAttribDivisor(locations['a_b'], 1); |
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gl.vertexAttribDivisor(locations['a_stroke_id'], 1); |
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gl.vertexAttribDivisor(locations['a_pressure'], 1); |
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, dynamic_segment_count); |
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} |
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// Dynamic strokes should be drawn above static strokes
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gl.clear(gl.DEPTH_BUFFER_BIT); |
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// Dynamic draw (strokes currently being drawn)
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if (dynamic_segment_count > 0) { |
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gl.uniform1i(locations['u_stroke_count'], dynamic_stroke_count); |
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gl.uniform1i(locations['u_stroke_data'], 0); |
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gl.uniform1i(locations['u_stroke_texture_size'], config.dynamic_stroke_texture_size); |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_dynamic_instance']); |
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// Dynamic data upload
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const total_dynamic_size = |
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context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4 + |
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context.dynamic_instance_pressure.size; |
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gl.bufferData(gl.ARRAY_BUFFER, total_dynamic_size, gl.STREAM_DRAW); |
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.dynamic_instance_points)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4, tv_data(context.dynamic_instance_ids)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4, |
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tv_data(context.dynamic_instance_pressure)); |
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gl.bindTexture(gl.TEXTURE_2D, context.textures['dynamic_stroke_data']); |
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upload_square_rgba16ui_texture(gl, context.dynamic_stroke_data, config.dynamic_stroke_texture_size); |
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gl.enableVertexAttribArray(locations['a_a']); |
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gl.enableVertexAttribArray(locations['a_b']); |
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gl.enableVertexAttribArray(locations['a_stroke_id']); |
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gl.enableVertexAttribArray(locations['a_pressure']); |
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// Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values)
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gl.vertexAttribPointer(locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); |
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gl.vertexAttribPointer(locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); |
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gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 4, context.dynamic_instance_points.size * 4); |
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gl.vertexAttribPointer(locations['a_pressure'], 2, gl.UNSIGNED_BYTE, true, 1, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4); |
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gl.vertexAttribDivisor(locations['a_a'], 1); |
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gl.vertexAttribDivisor(locations['a_b'], 1); |
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gl.vertexAttribDivisor(locations['a_stroke_id'], 1); |
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gl.vertexAttribDivisor(locations['a_pressure'], 1); |
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, dynamic_segment_count); |
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} |
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document.getElementById('debug-stats').innerHTML = ` |
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document.getElementById('debug-stats').innerHTML = ` |
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<span>Segments onscreen: ${segment_count}</span> |
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<span>Canvas offset: (${Math.round(state.canvas.offset.x * 100) / 100}, ${Math.round(state.canvas.offset.y * 100) / 100})</span> |
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<span>Canvas zoom level: ${state.canvas.zoom_level}</span> |
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<span>Canvas zoom: ${Math.round(state.canvas.zoom * 100) / 100}</span>`; |
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if (context.gpu_timer_ext) { |
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gl.endQuery(context.gpu_timer_ext.TIME_ELAPSED_EXT); |
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const next_tick = () => { |
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if (query) { |
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// At some point in the future, after returning control to the browser
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const available = gl.getQueryParameter(query, gl.QUERY_RESULT_AVAILABLE); |
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const disjoint = gl.getParameter(context.gpu_timer_ext.GPU_DISJOINT_EXT); |
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if (available && !disjoint) { |
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// See how much time the rendering of the object took in nanoseconds.
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const timeElapsed = gl.getQueryParameter(query, gl.QUERY_RESULT); |
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//console.debug(timeElapsed / 1000000);
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document.querySelector('.debug-timings .gpu').innerHTML = 'Last GPU Frametime: ' + Math.round(timeElapsed / 10000) / 100 + 'ms'; |
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} |
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if (available || disjoint) { |
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// Clean up the query object.
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gl.deleteQuery(query); |
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// Don't re-enter this polling loop.
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query = null; |
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} else if (!available) { |
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setTimeout(next_tick, 0); |
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} |
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if (context.gpu_timer_ext) { |
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gl.endQuery(context.gpu_timer_ext.TIME_ELAPSED_EXT); |
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const next_tick = () => { |
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if (query) { |
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// At some point in the future, after returning control to the browser
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const available = gl.getQueryParameter(query, gl.QUERY_RESULT_AVAILABLE); |
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const disjoint = gl.getParameter(context.gpu_timer_ext.GPU_DISJOINT_EXT); |
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if (available && !disjoint) { |
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// See how much time the rendering of the object took in nanoseconds.
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const timeElapsed = gl.getQueryParameter(query, gl.QUERY_RESULT); |
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//console.debug(timeElapsed / 1000000);
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document.querySelector('.debug-timings .gpu').innerHTML = 'Last GPU Frametime: ' + Math.round(timeElapsed / 10000) / 100 + 'ms'; |
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} |
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} |
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setTimeout(next_tick, 0); |
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|
if (available || disjoint) { |
|
|
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|
// Clean up the query object.
|
|
|
|
|
gl.deleteQuery(query); |
|
|
|
|
// Don't re-enter this polling loop.
|
|
|
|
|
query = null; |
|
|
|
|
} else if (!available) { |
|
|
|
|
setTimeout(next_tick, 0); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} catch (e) { |
|
|
|
|
console.error('Draw failed:', e); |
|
|
|
|
|
|
|
|
|
setTimeout(next_tick, 0); |
|
|
|
|
} |
|
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|
|
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|
|
|
|
|
|
|
|
const cpu_after = performance.now(); |
|
|
|
|
|
|
|
|
|
state.timers.raf = false; |
|
|
|
|